At first glance, it appears to be yet another game about flying a ship and blasting alien/robotic invaders, but many dark secrets lie beneath the surface. Art design for the first three games is done by "Joker" Junya Inoue.

DoDonPachi: DaiFukkatsu BLACK Label (Arcade, 2010; Xbox 360 port released on February 3, 2011 [Two versions: As add-on in form of DLC, or as stand-alone game with an exclusive Arrange Mode, which basically is a crossover of Daifukkatsu and Ketsui])

There was also an arcade-exclusive game named DoDonPachi II: Bee Storm released in 2001, with no involvement from Cave aside from licensing the name and graphical assets of DoDonPachi. It was developed by the Taiwanese company IGS, designed to show off the capabilities of the PolyGame Master arcade hardware, which Cave would later develop DaiOuJou and Ketsui for.

The DonPachi series provides examples of the following:

A.I. Is a Crapshoot: Hard to tell without a human translation, but Perfect☆ developed her speech patterns and behavior entirely on her own. The Element Daughters based on the original three Element Dolls are also this.

Attack of the 50-Foot Whatever: AI from DaiFukkatsu is sometimes portrayed this way in official artwork, stomping around Tokyo, being (futilely) attacked by the DonPachi ships, and crushing one in her hand.

A Winner Is You: The reward for completing the Nintendo Hard 2nd loop of DoDonPachi (Which can only be accessed by 1-crediting the first loop, and either collecting all bee icons, using no bomb or losing no lifes) is... a crappy picture of the pilot.

Awesome, but Impractical: Expert shots in Saidaioujou grants you both a boosted shoot and a boosted laser, but you get a woefully small bomb stock and the game jacks up the difficulty to the equivalent of 2nd loop in other games in the series. DO NOT use Expert shot unless you are able to cope with such intense enemy patterns.

Battleship Raid: "Wow! Look at the size of that battleship! Keep your finger on the trigger rookie!" And they only get more powerful from there.

Beam-O-War: The counter-laser mechanic that was introduced in DaiFukkatsu and has been present in every DoDonPachi release since. You can block enemy lasers with your own laser.

Bee Afraid: Embodied in the form of Hibachi. Reinstated by Zatsuza. Reinforced by Hibachi's theme song from DaiOuJou, in which the background guitar sounds like a swarm of bees buzzing.

Beehive Barrier: Kouryuu, the larger, easier version of Hibachi, uses these in SaiDaiOuJou

Bittersweet Ending: In the 2nd-loop ending of DoDonPachi, it's revealed that in slaughtering his own allies and the Commander's special forces, the player character ironically solved the problems of overpopulation, environmental pollution, and arms races. As to whether this was what the commander wanted, not even the protagonist knows.

Bonus Boss: DaiFukkatsu has the original bosses of DoDonPachi. In every stage, fulfilling a particular requirement allows you to fight one of these bosses.

Boss Game: DaiOuJou DEATH Label, which comes with the PS2 port of DaiOuJou.

Boss-Only Level: In Ichimanbanchou, several levels you can unlock and Hibachi for EX 1-3 are this.

Boss Warning Siren: "WARNING: THIS IS NOT SIMILATION. GET READY TO DESTOROY THE ENEMY. TARGET FOR THE WEAK POINTS OF F**KIN' MACHINE. DO YOUR BEST YOU HAVE EVER DONE". And in the sequels: "You are approaching the target of attack. The mission starts now! Are you ready?", "Watch out! Watch out!", and "An unidentified battleship/unprecedented tremendous force is approaching!"

Sai Dai Ou Jou brings us Inbachi, particularly her final pattern as it's a combination of Hibachi's final patterns from both DoDonPachi and Dai Ou Jou's "Washing Machine", doubles the latter in different directions. This puts her earlier patterns to shame.

Cap: DaiFukkatsu has a score cap that could be easily reached by more skilled players. Version 1.5 of DaiFukkatsu corrects this by adding more digits.

Chinese Girl: Leinyan from DaiOuJou and her giant form in DaiFukkatsu, Ray'n

Chromatic Arrangement: The three main types of ships are Red (straight-forward shot), Green (turning shot), and Blue (wide shot). This extends to the playable characters of SaiDaiOuJou as well.

Continuity Nod: DaiFukkatsu is the only direct sequel in the series; the backstory consists of the code of the Elemental Dolls (the protagonists of DaiOuJou) performing a Face–Heel Turn and going back in time to 2008. Colonel Schwarlitz Longhena, who first appeared in DoDonPachi, turns out to be responsible for the events of the whole series.

Creepy Doll: The Element Dolls themselves are life-sized versions of these. One piece of artwork also shows Shotia laying in a pile of them.

Crossover: DoDonPachi DaiFukkatsu BLACK Label Arrange incorporates many elements from another Cave shooter, Ketsui, complete with the cover art being a big throwback to that game. It even has the True Final Boss of Ketsui, Evaccania DOOM. It can be seen in this trailer.

SaiDaiOuJou: Robot Girls? Let's try to make them out of the population of an entire city and see what happens! Meanwhile, the Pilot himself is a deconstruction of the Excuse Plot and a Take That, Audience!—not caring about the damage he causes so long as he carries out his orders.

Degraded Boss: Hibachi appears in DoDonPachi II as the first enemy you encounter in the game, but it's only his first form and he goes down very quickly. He regains his True Final Boss status in DaiOuJou.

Difficult, but Awesome: While the whole game can be counted as one by Bullet Hell standards, Exy in DaiOuJou has the lowest bomb count of the three Dolls, but gets both Shotia's regular shot and Leinyan's laser shot, and only loses one power level of each upon death instead of one of one shot type and all of the other.

In Daifukkatsu, Power Style also qualifies. You can't bomb (except you do get one auto-bomb upon picking up a bomb item) and the shot is still slightly weaker than Strong Style even in Boost Mode, but Power Style also builds up Hypers the fastest and any bullets cancelled by your Hyper while in Boost Mode also charge up your next Hyper. Play your cards right and you can have a Hyper ready basically anytime you want.

DaiFukkatsu BLACK Label features a variant of this: Bomb Style is the "normal" mode of the game, granting you a standard bomb stock and standard firepower. Power Style is the "hard" mode, granting you a very limited bomb stock in exchange for two different firepower modes, and forcing you onto the hidden paths and bosses of Stages 2 through 5. Finally, Strong Style is the Harder Than Hard mode; it's Bomb Style with more firepower, but it features devilish base difficulty, is the only way to unlock the True Final Boss, and gives you a Content Warning informing you that the mode is for advanced players only. (It's not kidding.)

The pattern continues in Saidaioujou, where Shot mode is designed for survivability, Laser mode is designed for a more challenging experience, and Expert mode combines the advantages of Shot and Laser mode but also brings up the difficulty to "play at your own risk" levels.

Downer Ending: At the end of the first loop in DonPachi, the horrible truth is revealed to the player that the pilot has been fighting comrades the whole time (and apparently knew it). At the end of the game, take a moment of silence for the thousands of your fellow soldiers you've killed. The sequel is perhaps even more chilling because you are tricked by your commander, Colonel Longhena, into believing that the invading enemy force are mechanized aliens, and you don't know that they're really your comrades until your commander reveals this upon you unlocking the second loop. In the endings for Dai Ou Jou, Shotia's memory is deleted bit by bit until the last memories in her are of her human days and she smiles fondly of them as they go too, and Exy goes crazy and chokes her operator to death while crying blood, then goes and does things leading to Dai Fukkatsu. And, part of the true ending of Dai Fukkatsu is that your mothership is destroyed by Colonel Longhena. Another sort of ending like this is Dai Fukkatsu and it's Arrange Mode A ending, Leinyan (The human defending one, not her human killing Ray'n version) finds Next EXY's Data and tries to tell her she is going about changing the future all wrong, and wonders if Next EXY didn't start all this in the first place, who did? Cut to GENERAL Longhena.

Subverted with Leinyan's ending in Dai Ou Jou, she is cruelly pulled away from her human pilot who she has fallen in love with and deactivated, being send off for research, later she escapes with the help of cyberspace and reunites with her pilot

Dynamic Difficulty: The BLACK Label version of DaiFukkatsu. When an on-screen bar (called the "reddo" (烈怒) gauge) fills up to a certain level, the number of bullets fired by enemies will increase. Watch the above BLACK Label Hibachi to really see exactly how completely insane this can get.

And not raising the gauge will nerf your combos and points, making the difference between survival and scoring very clear.

SaiDaiOuJou has a visible numeric rank meter at the top-center of the screen.

Easy-Mode Mockery: In Ichimen Bancho, when you pick easy mode, the Bancho saids "Hmph, just a Mook!". However, playing easy mode is mandatory for unlocking further stages by achieving 80% Clear & No Miss.

Every 10,000 Points: DonPachi has a single extend at 2 million points; the other games will give out extra lives at two different score boundaries displayed on the title screen, which can be adjusted.

Expy: AI from DaiFukkatsu is about one dye job and outfit change from being Hatsune Miku. She also resembles Yuriko Omega.

Saya from [SaiDaiOuJou] has a lot to do in common with Yuriko Omega. Right down to her backstory and confrontation with Hina.

Fan Disservice: The cover of DaiOuJou Black Label EXTRA, as seen on this page. Four robot girls, all heavily damaged, and the sole survivor is bleeding from one damaged eye.

Arrange A in the 360 and Windows versions of DaiFukkatsu can crash if the player holds down the shot and full-auto buttons, then while doing that tries to change normal/boost mode and trigger Hyper Counter at the same time.

Also in Arrange A on the 360 port, the game uses lots of intentional slowdown to assist the player, much like in other CAVE games. In the Windows port, however, there is no slowdown whatsoever.

It turns out that the supposed intentional slowdown likely didn't even exist on the Xbox 360 version either - when Degica looked into it, they found out that the amount of slowdown varied between 360 consoles, with some having significantly less slowdown than others. In other words, all of the slowdown in Arrange A appears to be hardware-based. So when you run the same code (more or less) that had hardware slowdown on an Xbox 360 using a significantly better system...

Game Mod: DoDonPachi Arrange, an unofficial arrange mode in which bombs retain combo rather than break it and cause the player's score to continously increase at a rate proportional to their current combo.note For those who keep up with video game scoring mechanics, it's heavily inspired by Battle Bakraid. Also, the boss music is replaced with an unused spy-esque track.

Go Mad from the Revelation: After the end of DaiOuJou, Exy dived into the enemy information system and was able to shut it down, but went rather insane.

Gratuitous English: In DonPachi, despite the announcer's Surprisingly Good English (see below), much English text in the game was clearly inserted by someone who didn't really understand certain... vagaries (like the curious hyphenation found a couple of times in the ending). Perhaps someone should cross-check the credits with that of Zero Wing....

Copyright statement: Warning: This game is for use in <country> only. Sales, export, or operation outside this country may be construed as copyright and trademark infringement and is strictly prohibited. Violator and subject to severe penalties and will be prosecutedt to the full extent of the jam

Boss alert: This is not similation. Get ready to destoroy the enemy. Target for the weak points of fuckin' machine. Do your best you have ever done.

The announcers of DoDonPachi and DaiOuJou also speak in English, in DaiFukkatsu, the announcer speaks in Japanese.

In the trailer for DaiFukkatsu BLACK Label's Arrange mode: "JUST A COUPLE MORE SHOTS desu"

In SaiDaiOuJou: "Hyper System: Standby!" and "Hyper System: Ready!"

Hard Mode Filler: Many games in the series require you to unlock and clear the second loop just to face the True Final Boss. DaiFukkatsu BLACK LABEL and SaiDaiOuJou are exceptions, being one-loop affairs where you face the TFB at the end of the only loop if certain conditions are met.

Harder Than Hard: Strong Style in DaiFukkatsu BLACK Label. It grants your ship immense firepower...at the cost of making the enemies ALSO powerful.

DANGER: This style is customized for advanced players. Proceed only if you have prepared yourself.

Hitbox Dissonance: The games have relatively small hitboxes compared to the ship sizes. There's an odd example with the Type-B helicopter; in Donpachi the hitboxes are on the large side and Type-B's extends pretty from the main rotor to a ways down the tail). In Dodonpachi, the hitbox is noticeably smaller and is actually moved back a bit so that it's located behind the main rotor in the thin segment of the tail fuselage between the main rotor and the tailfin (much like how the later Ketsui's hitboxes are not centered on the main rotor but placed behind them).

Humans AreUngratefulBastards: Put this in perspective: all of the pilots are not human, forced to work for a shady organization, and ordered to initiate a genocide as a training exercise that makes up an entire arc in DonPachi.

Last of His Kind: According to CAVE in a 2010 interview, only one copy of DoDonPachi Campaign Version (also known as the Blue ROM or Blue Label from the color of its title screen) exists, and they had lost all copies of the source code. This would mean if the board dies, it will be lost. However, CAVE also had two copies of the game on display at the 2006 CAVE Matsuri; this likely means the source code and remaining PCBs are simply a closely-guarded secret.

"Longhena Cantata" is Colonel Longhena's theme, played during the boss battle with him.

Lighter and Softer: Maximum. No deconstructive plots, no traumatizing endings, the plot consists entirely of you visiting EVAC Industry and being invited to try out a Bullet Hell simulator.

Logical Extreme: Of the Bullet Hell genre itself, which it created. For comparison, let's have Touhou: in that series, you normally have to go through the game once to get to the ending, and then go through Extra Mode (and you can't continue on Extra Mode). DonPachi takes that, and decides you have to go through the game twice, with the second as Extra Mode, while normally beating every boss in the game on one life, and then beating the True Final Boss (which would be best described as Extra++ Mode). There are fans who are dedicated enough to do exactly that.

Arrange B in DaiFukkatsu has you powering up enemies over successive playthroughs so that they become bigger sources of points.

Ichimenbanchou is effectively the opposite of Arrange B, starting you off with a piss-weak ship that you level up over successive playthroughs with coins that you pick up in-game.

Man Behind the Man: (In DaiFukkatsu,the entirety of the plot is revealed: exploiting their desire for revenge, Colonel Longhena manipulated the Element Dolls/Daughters into exterminating the human race, convinced of its intrinsic imperfection and aiming towards rebuilding it according to his idea of flawlessness (an attempt already foiled centuries before by the first DonPachi Squadron). Said ambitions come to an abrupt halt with the destruction of the ultimate fighting machine Hibachi.)

It's implied in SaiDaiOujou, that Colonel Longhena caused Hibachi to try to convert everything to machines and is responsible for the Inbachi personality.

Meaningful Name: Shotia from DaiOuJou is the shot type. Leinyan, whose name can also be pronounced Ray-nyan, is the beam (or "ray") type, and her Dai Fukkatsu form is named Ray 'n. Exy is good at both shots and lasers but has fewer bombs compared to the others, making her suited for expert players.

Meganekko: Perfect☆ from DaiFukkatsu, although her glasses are difficult to notice during gameplay.

Mood Whiplash: Originally, DoDonPachi's style is not far removed from cliched old-school shoot-em-ups, and only its endings suggest any darker turn. DaiOuJou suddenly takes a Darker and Edgier turn with endings that include and are not limited to: the Element Dolls choking their masters to death while crying blood. Then DaiFukkatsu comes around, and it is extremely humorous / fanservicey due to the transforming robot girls, complete withwhite pantsu. Then it goes right back to Dark and Edgy with its ending, showing that the entire battle was pretty much a waste, the player's victory only having set the events of DaiOuJou up in a Stable Time Loop.

Multiple Endings: Each game typically has at least three : one for completing the first loop without fulfilling the requirements for the second, one for completing both loops but not unlocking the True Final Boss, and one for completing said TFB.

Nintendo Hard: Seen as the face of challenging Bullet Hell games. The unforgiving enemy chaining system doesn't help matters; a single wrong move can reset your chain (that you are expected to maintain throughout the entirety of each stage) and cost you millions of points.

No-Damage Run: In order to unlock stages in Ichimen Bancho, one has to achieve No Miss & 80% Clear, each can be done separately, and even though the game records "No Bomb, No Hit" attempts, it isn't mandatory to avoid using bombs. Although in Black difficulty, it disallows you from using bombs, making "No Bomb, No Hit" requirement mandatory.

Nostalgia Level: The final stage of DaiOuJou has you revisiting the first stage of DoDonpachi as well as a LegacyBoss Rush against the bosses from DoDonpachi.

No Fair Cheating: In DaiFukkatsu's mobile ports, you can unlock Hibachi by either defeating it in a one-credit run, or by inputting a cheat code. However, using the cheat code causes Hibachi to lock back up upon exiting the game, while defeating it makes the unlock permanent.

Non-Indicative Name: Stage 5 of Maximum, a replica of Stage 5 of DaiFukkatsu, is called The Dividing Road of Fate...however, "Dividing Road of Fate" is the title of the theme to the second stages of DaiFukkatsu and Maximum. The actual track played in Maximum Stage 5 is "The Battle Was Just 'To Continue That Future'", also the Stage 5 theme in DaiFukkatsu.

Level 5 of DaiOuJou looks like a Darker and Edgier version of level 1 from DoDonPachi and the bosses of levels 3, 4, and 5 appear.

In DaiFukkatsu, bosses from both DoDonPachi and DaiOuJou can appear as midbosses, depending on how well the player is doing. If they do, a slightly different version of the BGM that includes a lietmotif from a song from DaiOuJou is played instead of the regular version.

Maximum is a Nostalgia Game, consisting of stages from past DoDonPachi games as well asKetsui:

Stage 1 (2008 Tokyo): DaiFukkatsu Stage 1

Stage 2 (Battle City): DaiOuJou Stage 2

Stage 3 (Defensive Line): Ketsui Stage 4

Stage 4 (Fortress): DaiOuJou Stage 4

Stage 5 (Dividing Road of Fate): DaiFukkatsu Stage 5 except with Shooty replaced with Golden Disaster, the first of DaiFukkatsu's True Final Bosses, followed by Hibachi if certain conditions are met.

Not Completely Useless: From a scoring standpoint, bombs are this in DaiFukkatsu BLACK LABEL. Normally, in DaiFukkatsu, bombs reset your combo, and since a skilled player can reach four- or five-digit combos by the end of the stage, firing a bomb wastes so much of that effort. However, in BLACK LABEL, firing a bomb briefly brings your Red Gauge to maximum. Since the combo reset doesn't trigger until after the bomb animation ends, firing a bomb right as you kill a boss can be useful for reaping the big boss defeat stars (which are dropped only if the Red Gauge is maxed out) if your gauge isn't at maximum when you're about to kill it.

Obvious Rule Patch: In DaiFukkatsu version 1.0, there was a safe spot in one of Hibachi's patterns, and the score could be easily capped by an experienced player. Version 1.5 fixed both.

1-Up: In addition to the point-based extends, they appear in item form in stage 3 of DoDonPachi, stage 4 of DaiOuJou, and stage 3 in DaiFukkatsu by destroying a relatively large enemy in the center of the screen without using bombs.

Secret Character: A first for the series. Clearing the hidden 2nd loop of DoDonPachi Resurrection (the Daifukkatsu port to iOS) unlocks...Hibachi! While only playable in iPhone Mode, Hibachi is easily the most powerful of the 4 ships. On top of having the strongest lasers, it can even shoot 360 degrees of pixel death like its boss incarnation.

You also get the ability to play as Saya after buying her in the story in Sai Dai Ou Jou

Sequel Escalation: Each successive game one-ups its predecessor in many different aspects: overall bullet density, your ship's firepower, scoring, combos, and the difficulty of the bosses, especially the True Final Bosses. This has gotten to the point where pro players sometimes actually enable autobomb on SaiDaiOuJou, and did not try to do scoring runs on the hardest difficulty right away.

Serial Escalation: To anyone who thought Hibachi's DaiFukkatsu incarnation couldn't be any harder, meet the BLACK Labelone. Cave also added a more powerful variation called Zatsuza, which replaces Hibachi if the player manages to defeat Golden Disaster with no deaths and using Strong style.

You know DaiOuJou DEATH Label down below? If you beat it once, you get the chance to do it again, but with only one life, all the bosses immune to bombs ... and your laser bomb actually healing the boss ! At the end of the video, you see what is called the "True Hibachi -Custom-." In the first run, you fight two Hibachis; however, they're toned down individually compared to the original. In the second loop, they are both at full power.

Sexbot: Hard to tell without a human translation, but some of the Element Dolls/Daughters were originally designed to serve humans and help them feel more comfortable. Some of them also have features, such as white pantsu, that purely-military robots are... let us say... unlikely to need.

Shoot the Shaggy Dog: In DaiFukkatsu, Next EXY, following the events of dai ou jou, goes back in time to destroy DonPachi Corps and prevent the Blissful Death Wars from happening. In doing so, however, she ends up causing them. You cleaning up after her mess merely leads to the events of dai ou jou.

Shout-Out: The scoreboard of DonPachi spell out "Toaplan 4 Ever" if you read the first letter of each default scorer. Toaplan was a big developer of shmups and Cave is formed in majority by formers employee of Toaplan.

From the same game, after beating the 2nd loop, a small cutscene show Pipiru (Toaplan's mascot, mostly know for it's appearance in the ending of the arcade Zero Wing.) holding on one of the ships before dropping into the water.

The Japanese names of DaiOuJou's music tracks are puns on various shmup developers: "Toua" (Toaplan), "Sakusetsu" (Success), "Raijin" (Raizing), and so on.

Signature Line: "Just a couple more shots!" Used in almost every series game to indicate that a boss's Life Meter is almost empty.

Smart Bomb: Notable for being usable in two different ways: turning all bullets into score items, or powering a very big laser.

However, it will reset your combo meter, except in rare circumstances:

DaiFukkatsu Arrange A: Does nothing to combo.

DaiFukkatsu Arrange B: There's no combo meter. If anything, the game encourages bombing for score, with the bombs you can get as often as every 5-10 seconds.

DaiFukkatsu ver. 1.51: Not only does nothing to combo, it can also hit lasers for large sums of points depending on your current combo.

SaiDaiOuJou: If you have autocbomb enabled, autobombing will erase your entire bomb stock, on top of nuking your combo. However, if you bomb manually, you'll only lose 30% of your combo.

In DoDonPachi II, you are given a choice between a conventional bomb with typical bomb stock, or a laser bomb that's charged up with grazing bullets.

In DaiFukkatsu BLACK LABEL, if you disable autobomb, your bombs will double as extra Hyper stocks. Using a Hyper from your stock will cancel bullets, but won't reset combo.

In Maximum, the bomb is the laser bomb from the mobile arrange modes for DaiFukkatsu, and is charged up by shooting enemies. It won't reset combo; if anything, it will inflate your combo, especially if red enemies are present. However, there is a bomus for clearing a stage without bombing, and two out of the three bonuses are needed to unlock harder-tier stages.

Soundtrack Dissonance: Apparently attempted in the iPhone version of Daifukkatsu. The biggest example is the True Final Boss theme, "Battle for the Last", which is way more cheerful than a track for a barrage-spewing flaming bee of death should be.

Spell My Name with an "S": Even official materials have been inconsistent across installments with respect to hyphenations in the romaji titles: "DonPachi", "DoDonPachi", "DoDonPachi Dai-Ou-Jou", "Do-Don-Pachi Dai-Fukkatsu", and "DoDonPachi Saidaioujou". As a result, fans writing about the games tend to be even more inconsistent.

Spiritual Successor: The Xbox 360 version of DaiFukkatsu BLACK Label is a massive tribute to Ketsui. This includes and is not limited to: the cover art, the ships being replaced with those of Ketsui (such as the Tiger Schwert), and the replacement of Hibachi with DOOM (complete with DOOM's theme song).

Stripperiffic: Exy and Next EXY, apparently to make humans feel more comfortable.

Super Mode: Hyper Mode, introduced in DaiOuJou, which gives you increased firepower and causes your combo to shoot through the roof, but the Dynamic Difficulty will also go apeshit as a tradeoff. DaiFukkatsu's Hyper Mode allows you to cancel bullets.

Tomato Surprise: Completing the first loop of DonPachi under certain conditions has the pilot revealing that their training consists of fighting their fellow forces until either side completely destroys the other. Completing the second loop has the pilot revealing the purpose of the training: to get into the elite DonPachi Squadron.

Unwitting Pawn: You, in DoDonPachi. The enemies you destroy are your allies, which your commander reveals to you upon unlocking the conditions for the game's second loop before sending you off to be killed by said loop's forces. "See you in Hell!"

Updated Re-release: DoDonPachi has the above-mentioned Campaign Version . dai ou jou has Black Label, which tweaks a few second loop mechanics, allows a 1-loop game, and fixes some chaining paths. DaiFukkatsu BLACK Label, on the other hand, is more of a Gaiden Game.

"Once again, we have successfully completed our mission and the usual message came up on my screen. Our mission? To fight against our fellow troop members until one side completely annihilates the other."

DoDonPachi, end of 1st loop if 2nd loop conditions are met:

"That was a good fight. You should be commended...Psych! You're dead meat!! Enemies you've been fighting against, supposedly 'Mechanized Aliens', were actually. our (sic) guys, the missing battlefleet you learned about in the academy. You were killing our guys without knowing it!But I planned that all along! And your death...would be a nice finishing touch to my whole scheme. My special forces are the best of the best and they will be welcoming you with fierce fier (sic) power. See You in Hell!"

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